Post by Gravedust on May 26, 2019 21:39:56 GMT -8
:: NOTE :: This is not a complete list, more spells will be added!
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OFFENSIVE ====================================================================================================================================
Missile: -------------------------------------------------------------------------------------------------------------------------
[MP Cost:1] (Spellstone: $30) (Learn:$20)
Automatically hits a target within [5+INT/5] squares and inside LOS. Deals [1D4+INT/10] damage.
Lightning: --------------------------------------------------------------------------------------------------------------
[MP Cost:3] (Spellstone: $60) (Learn:$60)
Fires a bolt of electricity, creating an line AOE effect [4+INT/5] squares in length in any cardinal direction. Any character in one of these squares takes [1D6+INT/5] electrical damage.
Flamewreath: -------------------------------------------------------------------------------------------------------------
[MP Cost:4][self] (Spellstone: $50) (Learn:$50)
Places a Fireball in every adjacent square to the caster. These fireballs persist for [3+INT/10] rounds and deal [1D8+INT/5] Fire damage to any character that is in or moves into a square with them. This effect can be dispelled by the caster as a Free action.
Flamesnake: ------------------------------------------------------------------------------------------------------------
[MP Cost:4] (Spellstone: $50) (Learn:$50)
Creates a ball of fire in an open adjacent square to the caster. This ball may be moved up to [4+INT/2] squares per round, and for each occupied square it crosses, it deals [1D8+INT/5] Fire damage to the occupant.
The ball cannot move into a square it was already been in that round. If the flamesnake ball ends in an occupied square it dissipates, however if it ends in an unoccupied square it will persist during the enemy's turn, and will deal it's normal damage to any enemy that moves into the square it occupies, and then dissipate. If a flame serpent ball belonging to the caster still exists at the beginning of their next turn, by casting the spell again the caster may resume control of the ball at it's current position and move it as normal. Otherwise it will dissipate.
Thunderstrike: ---------------------------------------------------------------------------------------------------------
[MP Cost:6] (Spellstone: $60) (Learn:$60)
Creates a zone in a square that is within [3+INT/2] squares of the caster, is in LOS, and is not indoors. This zone persists for [1+INT/5] rounds.
While this Zone exists, [INT(Max:18)] Random squares inside the zone are struck by lightning, dealing for [1d6+INT/2] Electrical damage to any occupant.
Amplify Element: ---------------------------------------------------------------------------------------------------------
[MP Cost:3] [Self] (Spellstone: $40) (Learn $40)
Choose an element. (Fire, Ice, Electrical, etc.) For the next [2+INT/5] rounds, all damage of the same element dealt by spells cast by this character is increased by [1d4].
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DEFENSIVE ================================================================================================
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Barrier: ------------------------------------------------------------------------------------------------------------------------
[MP Cost:3][self or friendly] (Spellstone: $40) (Learn:$40)
Create a Barrier around a friendly character within [2+INT/2](Max:10) squares and inside LOS that lasts for [3+INT/2](Max:10) rounds.
The barrier will absorb up to [5+INT/2] total damage of any type that is done to the character before dissipating. Any damage over this amount is applied to the Character the Barrier is protecting, and the barrier disipates.
Ironflesh: ----------------------------------------------------------------------------------------------------------------------
[MP Cost:3][self] (Spellstone: $50) (Learn:$50)
Add an "Ironflesh" buff that persists for [3+INT/5] rounds and increases Armor by [1+INT/3], but decreases MOVE by 3. This effect can be dispelled at will by the caster.
Repulsion: ------------------------------------------------------------------------------------------------------------------------
[MP Cost: 3] [self] (Spellstone:$50)(Learn: $40)
For all characters within [4+INT/5] squares of the caster, any movement made in the direction of the caster costs 2 Movement instead of the usual 1. This effect stacks with difficult terrain.
Mirroring: -----------------------------------------------------------------------------------------------------------------------
[MP Cost:4][self] (Spellstone: $50) (Learn:$50)
Adds a Buff that lasts for [3+INT/5] rounds and creates a Mirror version of the character that exists in the same square as them. Attacks that target the character have a 50% chance to instead hit the Mirror version, destroying it. Any AOE effect that deals damage will automatically cause Mirroring to dissipate, in addition to dealing damage to the character.
Recall: ---------------------------------------------------------------------------------------------------------------------------
[MP Cost:Variable][Friendly] (Spellstone: $40) (Learn:$40)
When cast, teleports a friendly character to an open square adjacent to the caster. The character to be teleported must have a Recall Stone.
The mana cost is [range from the target to the caster/5]. LOS is not required.
Charm: -----------------------------------------------------------------------------------------------------------------------------
[MP Cost: 3] (Spellstone: $40)(Learn:40)
Choose an enemy within [5+INT/5] squares and in LOS. Roll [D10+INT] Vs [D10+INT] On a success, the Target is unable to make direct Attacks against the caster, or use AOE effects that will cause damage to them.
This effect lasts [2+INT/10] rounds, or until the caster causes damage to the charmed target. After a target has been successfully Charmed, they gain a +2 bonus to resist future Charm attempts during that combat.
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HEALING =========================================================================
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Reknit: -------------------------------------------------------------------------
[MP Cost:1][self] (Spellstone: $15) (Learn:$15)
Adds a buff that persists for 5 rounds and restores 1 HP per round while active.
Mend: ------------------------------------------------------
[MP Cost:3][self or friendly adjacent] (Spellstone: $15) (Learn:$15)
Adds a buff that persists for [INT] rounds and restores 2 HP per round while active.
Respite: ---------------------------------------------------
[MP Cost:2][self of friendly adjacent] (Spellstone: $15) (Learn:$15)
Adds a +5 RECOVER bonus to the target that lasts for [5+INT] rounds.
HEALING =========================================================================
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Reknit: -------------------------------------------------------------------------
[MP Cost:1][self] (Spellstone: $15) (Learn:$15)
Adds a buff that persists for 5 rounds and restores 1 HP per round while active.
Mend: ------------------------------------------------------
[MP Cost:3][self or friendly adjacent] (Spellstone: $15) (Learn:$15)
Adds a buff that persists for [INT] rounds and restores 2 HP per round while active.
Respite: ---------------------------------------------------
[MP Cost:2][self of friendly adjacent] (Spellstone: $15) (Learn:$15)
Adds a +5 RECOVER bonus to the target that lasts for [5+INT] rounds.
UTILITY =========================================================================================
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Dominion: -----------------------------------------------------------------
[MP Cost:2][Zone AOE:1] (Spellstone: $25) (Learn:$20) Creates a AOE:1 zone at the caster's location that persists for [2+INT] rounds.
Any spells cast in this area that cost more than 1 MP have their MP cost reduced by 1.
Dominion can be dispelled at will as a free action.
Spellsiphon: --------------------------------------------------------------------
[MP Cost: 3][Self] (Spellstone: $30)(Learn:$30)
Adds a 'Spellsiphon' buff that lasts for 3+[INT/2] rounds. While this buff is active, for every 5 points of elemental damage
(not Physical, Poison or Acid) taken by the character (before damage reduction from Resistance is applied) the character gains 1 MP.
Damage from multiple sources adds up into a single total, (ex: if a player receives 2 Ice damage and 3 Fire damage, those two sources combine to be 5 in total.)
Transmission: ------------------------------------------------------------------
[MP Cost: 1][Self] (Spellstone: $20)(Learn $20)
The caster may transfer an amount of MP equal to [MAG] to a friendly character within [2+INT/2] squares and in LOS.
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CONTROL =================================================================================================
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Lesser Hypnosis: -------------------------------------------------------------------------------------
[MP Cost:1] (Spellstone: $20) (Learn:$20)
Choose a target in LOS and within [2+INT/5] squares. Roll Target's [D10+INT] vs. 10. On a success, the target is stunned for their entire next round and cannot act.
Any damage taken from any source will break this effect instantly. Will not effect Mindless creatures.
Ground: ----------------------------------------------------------------------------------
[MP Cost:3][Zone AOE:1] (Spellstone: $20) (Learn:$20)
Creates an area of increased gravity around the caster that persists for [2+INT/5] rounds. Any flying creature that begins it's turn in this area or enters it cannot use it's flight abilities.
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TERRAMANCY ========================================================================
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Boulder: ----------------------------------------------------------------------------------------------------------------
[MP Cost:3] (Spellstone: $40) (Learn:$40)
Boulder can only be cast on squares that are outdoors and have solid ground underneath, and no other objects (such as trees, etc.) on them already.
Choose an open square in LOS and no more than [6+INT/2] squares away. A Boulder will burst up from underground, dealing 1D6 damage to any character adjacent to it. This boulder will block LOS.
Boulders are targetable, and have 20+[Caster's INT*2] hit points and 0 Armor. Any attack made against them will automatically hit.
Quagmire: ---------------------------------------------------------------------------------------------------------------
[MP Cost:3] (Spellstone: $30) (Learn:$30)
This spell can only effect solid ground that is not rocky, or an interior.
Choose an eligable square within [3+INT/2] squares and inside LOS as the center point. The target square and every eligible square within [1+INT/10] squares becomes a Quagmire.
Every character that is in a Quagmire square or moves into one will have their MOVE and DEF reduced by 2.
Landspine: -------------------------------------------------------------------------------------------------------------
[MP Cost:4] (Spellstone: $40) (Learn:$40)
Landspine can only be cast on squares that contain rocky terrain, large rocks, or boulders, (Including those created by the 'Boulder ot Stoneswell' spells) or an existing Landspine tile.
Choose a eligible square in LOS and no more than [3+INT/5] squares away. From this point, create a patch of up to [3+INT/2](Max:10) Landspine tiles, one tile per square, and each tile must be adjacent to a tile already laid. Any character that is in or moves into one of these tiles takes 1D6 damage, and has their MOVE reduced by 1 for that round. This movement penalty canoccur multiple times. This destroys the Landspine tile. Landspine tiles can also be destroyed by any attack that deals more than [3+INT/5] damage to them at once. Landspines do not effect flying creatures.
Stoneswell: --------------------------------------------------------------------------------------------------------
[MP Cost:3] (Spellstone: $40) (Learn:$30)
Creates a stone egg in an open square within [4+INT/2] squares of the caster. Square must be in LOS, and be on land. Once created, the caster can use an Action to detonate all their Stoneswells in a shower of jagged stone that deals [1d10] damage to every character within 2 squares of it. A Caster can have [1+INT/10] stoneswells active at once. Stonewells can be attacked, and will detonate on their own if hit for more than 4 damage.
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MELEE ENHANCEMENT ===============================================================
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WindStrike: ---------------------------------------------------------------------
[MP Cost:1][self] (Spellstone: $20) (Learn:$20)
Allows the character to make a Melee Attack (using the normal melee attack roll) with a range of [3+INT/5 - [the weapon's movement penalty] ].
Sap: ----------------------------------------------------------------------------
[MP Cost:2][Self] (Spellstone: $20) (Learn:$20)
Adds a "MP drain" buff that lasts for [5+INT/5] rounds. If the character makes a successful Melee Attack while this buff is active, they gain 1 MP.
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MOVEMENT =======================================================================
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Fleetfoot: -----------------------------------------------------------------------
[MP Cost:2] [self] (Spellstone: $30) (Learn:$30)
Increases MOVE by [3+INT/10] for that round.
Lightfoot: -----------------------------------------------------------------------------
[MP Cost:2] (Spellstone: $30) (Learn:$30
Increases MOVE by 1, and crossing Difficult Terrain only costs 1 MOVE instead of 2. This effect lasts for 2+INT/2 rounds.
Teleport: -------------------------------------------------------------------------------
[MP Cost:4] (Spellstone: $40) (Learn:$40)
Move instantly to an open square within line of sight that is within [5+INT/3] squares.
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STEALTH/SCOUTING ====================================================================
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Diffract: --------------------------------------------------
[MP Cost:2] (Spellstone: $30) (Learn:$30) [Self or friendly, adjacent]
Adds a buff that persists for [2+INT/2] rounds and reduces visibility by 5.
Magic Eye: ------------------------------------------------------------------------------
[MP Cost:4] (Spellstone: $30) (Learn:$30)
Creates a Magic Eye in an open adjacent square to the caster. This eye can be moved up to [3+INT/2] squares from the caster, and at that point will make a Visibility check before dissolving. The Magic Eye counts as Flying, has a Visibility of 3 and can be detected.